The Order: | The Order: Wiki | FANDOM powered by Wikia
The Order: is a third-person action-adventure shooter, developed exclusively for PlayStation 4 by Ready at Dawn, in collaboration with SCE Santa Monica. In the end, Ready at Dawn was technically right. The Order: is not five and a half hours long, and it probably isn't physically possible to. Grayson at the end of The Order: In late December Mysterious Figure - His identity and relation to Sebastien Malory are left unresolved. The Anarchists.
You might notice I haven't mentioned much about actually playing the game yet. I'd say at least half of The Order is spent just walking, at speeds significantly slower than those shown by the characters during combat. In the first half of the game, most of this walk-and-talk time is spent getting to know the characters.
This is as deep as the characterization goes, for the most part. Our protagonist's defining trait seems to be the ability and urge to inflict violence. On more than one occasion, Galahad is told not to engage in deadly force, then proceeds to snap every neck and fire every manner of weapon known to the steampunk aesthetic. This penchant for disobeying orders is never specifically addressed by the game.
Don't let the visuals fool you—this isn't some twee, high-flying adventure. Both the technology and hero of The Order are ferocious. The former includes standouts like the Induction Lance, essentially a lightning bolt gun, and the Thermite Rifle, which sprays a mist of flammable powder before igniting it with a secondary flare.
Unfinished (Ending spoilers) - The Order: Message Board for PlayStation 4 - GameFAQs
When standing behind these more outlandish arms, the shooting in The Order—what little there is of it, at least—is pretty fun. Shooting regular old machine guns while crouching behind crates gets the damning praise of being "serviceable. The cover system isn't as robust as you'd expect from a game in —moving from one object of safety to another isn't a very smoothly contextualized experience, for instance.
More than that, though, what you're doing is practically a parody of modern shooters. Follow your comrade, breach a door, fire in slow motion, and, I kid you not, shoot red barrels.
I can't imagine there's been a graphic designer assigned to model a red, exploding barrel in the last decade who thought "this is a unique and quality use of my time. If I had to choose, that honor would go to the fights between Galahad and his more supernatural prey.
Werewolf fights come in two shapes and styles. The first involves standing in a corner and shooting them as they charge, occasionally dipping into quick-time event button presses The second involves Galahad getting into a knife fight with a werewolf. Whatever grousing I've done about the rest of the combat, at least the knife fights look pretty damn cool. Studying and rotating a Sackboy is about as "interactive" as The Order: In fact, The Order: You probably know that, as those looks have been the crux of Sony's marketing strategy.
Even so, it's hard to describe how good this game looks at times. There is the sparse blemish of a flat texture here and there, but in the right lighting characters can look downright photorealistic. Even when they don't, the seamless cuts between gameplay and cutscene are about what you'd expect from, say, an Uncharted game on Sony's newest hardware.
That's a great boon to The Order. Seeing as so much time is spent watching and listening to the game, you'd want it to at least be technically pleasing to watch and hear. More than anything else, that technical prowess helped The Order: Somewhere in The Order's back half, I started appreciating some incidental touches that make the game more than the "acceptable" grab bag of AAA shooter components it seems to be on the surface.
The prevalence of Indian characters which makes perfect sense given the setting stands out in a world where such characters rarely exist in games like this.
I was even gratified by the surprising amount of male nudity displayed. Then, somewhere between the game's second act and its finale, everything started to click into place. Seizing the opportunity not only to develop his own thoroughly researched, intricate and well laid out IP into an interactively told story, but also to showcase what a new platform is capable of, Ru pitched the story of what would eventually be called The Order: All that was needed were a few concept paintings of Ru's moody, alternate-history 'Neo-Victorian' London, as well as laying out the narrative, dramatic and creative potential of an IP he had been privately developing for over 5 years, and Sony approved the project.
What followed was a process that including building The Order's engine from scratch, using the PS4's versatile programming architecture to 'essentially build whatever we wanted'. Before production had even begun, Ru laid out to his team his objectives for the IP, citing the jump into next-gen technology as their starting point for exploring possibilities in a game that previous generation's simply could not consider doing.
The Order: 1886
Among the first of these pillars was to use the grounded, period setting and style of the story and approach the design of The Order in all senses 'filmic' - from the level of detail and authenticity of the costumes and props, to professionally performance-captured animations and voice work, to perhaps the most defining feature of the project - the idea of building in physical lenses to lay in front of the in-game camera to produce a familiar texture and grain to the image which, as Ru explained in the Game Informer interviews, 'is something that we don't question when we are watching movies, and which we take for granted when following the story of a film.
Rather than attempt to emulate Hollywood, Ready At Dawn determined that regardless of what the general public has been used to watching either on film or television for the past 30 years, since before video-games left the 2D plane, one of the constant elements have been the associated visual effects of the use of a camera to capture those images.
Weerasuriya has stated that with The Order, Ready At Dawn are simply extending that treatment of visual images as we've experienced and have become familiar with across 3 decades to video games, to a level of authenticity that was simply not achievable before next-generation console technology became available.
Other aspects include reproducing everything down to a simulated 'steadicam' effect where if a character moves too quickly, the camera will lag behind as would happen when filming in real life, realistic lighting and physics were realized again from the ground up within RAD's own proprietary engine RAD 0. Taking cues from several successfully cinematic and filmically realized games such as Naughty Dog's The Last Of Us and the Uncharted series, visual fidelity to even the most minute of set dressing details was created, all in aid of immersing the player into a legitimately accurate 19th century London.
A field trip of the game designers and producers to London in led to thousands of photographs being taken for reference, and as Art Director Nathan Phail-Liff explains in Game Informer, even a museum collection of period garments and objects was borrowed and scanned in to be customized and used in the game. Within the face of a single Knight in the Order are the same amount of joints and folds as were present in the entirety of the Nathan Drake model used in Uncharted 2: Real-world textures and dynamics were studied and recreated, including the correct reaction to the cornea of the eye to the movement of the skull and light hitting from various angles, all to ensure anatomical accuracy and to achieve a seamless photo-real effect throughout the narrative, in service to the second major distinguishing pillar for the project - a story that would be told without any pre-rendered cinematics, and instead incorporate cinematic sequences seamlessly in the form of multi-branching QTE's, without any pause in gameplay.
Speaking with TIME Magazine, Weerasuriya explains this approach as 'extending the treatment of filmic editing and pacing to gaming, and instilling the narrative with highly polished and enjoyable gameplay, without compromising the story-driven nature of The Order. Byrumors of the game's development began to spread on the popular NeoSeeker and Gamespot forums.
The team began working on what would eventually become The Order: At E3a trailer depicting the game's four main characters getting attacked in the Whitechapel district was revealed, heralded by a message declaring all content of the trailer was being generated in-engine.
The Order: Review: Means to an unsatisfying end | Ars Technica
As E3 neared, Ready At Dawn released another firefight gameplay video, emphasizing updated character models and improved facial animations, set in a high tension Rebel altercation where Galahad and LaFayette attempt to rescue a Constable from death, to no avail.
Andrea Pessino took to Italian forums in the hopes of quelling some of the concerns surrounding the seemingly 'generic' gameplay, by insisting that the demos revealed so far only reveal a small portion of the game, centered around the game's third chapter, 'Inequalities', revolving around the four-member team needing to make it's way to London Hospital for some unknown purpose.
At the E3 Sony Press Conference. As of yet, according to E3 coverage with Gamespot, Pessino has stated that the upcoming months will be dedicated to new gameplay reveals. Weerasuriya has alluded to the reveal of another character, though whether or not this is one of the previously alluded actual historical characters set to appear during the course of The Order's story remains to be seen.
Why Is This Game Considered Offensively Bad?
The game was announced to be released on the 20th of February,during the re-cut E3 official trailer. Setting Edit Set in an alternate 19th century timeline where, thousands of years ago, a genetically distinct strain of humanity evolved from the rest of mankind to become 'Half-Breeds' - humans with bestial traits - the emergence of which swiftly led to an inter-species conflict which has been fought for centuries.
As the first and most pressing priority across the globe, the constant war for humanity's very existence against the Half-Breeds thus brought about advances in culture, technology, and weaponry far quicker than in our own timeline, in which no such singular purpose would have led to such progress in those fields.
Calling themselves The Order, Arthur and his companions concerted mankind's efforts to push back and defeat the Half-Breeds once and for all. Eventually, however, their ranks began to thin, and a losing battle began against foes simply too strong and numerous to even hope to eradicate. The tides of fortune were soon to change though, as by some mysterious series of events, The Order came into possession of a substance known as the Blackwater - an eldritch elixir with properties of healing, increased strength, and perhaps most polarizing of all - unnatural long life.
The first Knights soon realized that even with the Blackwater, each would eventually pass from this world into the next.
A system of succession was thus implemented, whereby a Knight either slain in battle or claimed by the passing of time would pass their name on to a successor, to carry on the sworn duty of the former into a new age, and a new generation.
A vial of Blackwater rests on the deceased Malory. By the 19th century, in the aftermath of the Industrial Revolution, mankind has finally begun to gain the upper hand in the endless war with the Half-Breeds.
With large, bustling cities such as London powered by electricity and networked by railways and airship mooring towers, bolstered by wireless communication and the most extravagantly lethal weaponry, at last it would be possible to walk the streets at night without fear. Alas, such is the nature of man that even after years of struggle and loss to fight for their freedom from the dominance of the Half-Breeds, new problems and disputes were quick to take their place - this, some worry, to our doom.
Whitechapel; home to low class citizens which include members of The Rebellion. As the population of London has grown, as fewer people are able to shelter under the protection of the limited resources of The Order, the more people have become vulnerable to being preyed upon by whatever remains of the Half-Breed presence in the City.
Frustration among the populace has begun to mount in the face of constantly being told that all that can be done is being done for the downtrodden and poor, while the rich and privileged benefit from The Order's protection, the masses have begun to rise up in Rebellion. Some among the members of the Order - one Sir Galahad among them - who once bled to protect the very souls who now condemn and assail them in the streets of London, have begun to silently question their aristocratic benefactors who have ordered them to do so.
Concern grows even more as rumors abound of the Rebels, in their desperation for justice, allying themselves with the Half-Breeds - madly driven to wrest victory from those they are helplessly outgunned, oppressed and overpowered by.
- The Order: 1887
Crates of weapons meant for use by The Order are finding themselves in Rebel stockades, to the growing alarm of Sir Galahad, his mentor Sir Percival, and the younger knights lady Igraine and Marquis de Lafayette as well. Though The Order's vigil has never waned across the centuries of their long and venerable history, by the time they've come to realize what turning away from their millennia-old foes for but an instant could cost them and mankind, it may be too late.
Synopsis Edit During the autumn of London is plagued by both half-breed attacks and an anti-government insurgency. After fighting off rebels in Mayfair, Sir Galahad pursues the survivors into the Underground where he encounters a number of werewolf-like half-breeds known as Lycans.
Galahad's mentor Sir Percival, one of the Order's most veteran knights, suspects that there is a correlation between the two and requests permission to investigate the rebel stronghold of Whitechapel. His concerns are dismissed by the Lord Chancellor, who believes that the Order should remain dedicated to fighting half-breeds. A patient at the London Hospital transforms into a Lycan; a type of Half-breed. Lycans that walk upright are born Half-breeds and are called 'Elders'. With tacit approval from Sir Lucan, the Order's Knight Commander and adopted son of the Lord Chancellor, Percival and Galahad undertake a mission into Whitechapel accompanied by the other two members of their team, Lady Igrane and the Marquis de Lafayette.